Probably fix ghost hands appearing by the player

This commit is contained in:
JozsefA 2021-04-03 14:23:00 -07:00
parent b845809b58
commit ba91eaa4ef

View file

@ -30,7 +30,7 @@ public class DeployerInstance extends ShaftInstance implements IDynamicInstance,
protected OrientedData hand;
AllBlockPartials currentHand;
float progress = Float.NaN;
float progress;
private boolean newHand = false;
public DeployerInstance(InstancedTileRenderer<?> dispatcher, KineticTileEntity tile) {
@ -50,9 +50,9 @@ public class DeployerInstance extends ShaftInstance implements IDynamicInstance,
updateHandPose();
relight(pos, pole);
progress = getProgress(AnimationTickHolder.getPartialTicks());
updateRotation(pole, hand, yRot, zRot, zRotPole);
beginFrame();
updatePosition();
}
@Override
@ -70,19 +70,7 @@ public class DeployerInstance extends ShaftInstance implements IDynamicInstance,
progress = newProgress;
newHand = false;
float handLength = currentHand == AllBlockPartials.DEPLOYER_HAND_POINTING ? 0
: currentHand == AllBlockPartials.DEPLOYER_HAND_HOLDING ? 4 / 16f : 3 / 16f;
float distance = Math.min(MathHelper.clamp(progress, 0, 1) * (tile.reach + handLength), 21 / 16f);
Vec3i facingVec = facing.getDirectionVec();
BlockPos blockPos = getInstancePosition();
float x = blockPos.getX() + ((float) facingVec.getX()) * distance;
float y = blockPos.getY() + ((float) facingVec.getY()) * distance;
float z = blockPos.getZ() + ((float) facingVec.getZ()) * distance;
pole.setPosition(x, y, z);
hand.setPosition(x, y, z);
updatePosition();
}
@Override
@ -110,6 +98,7 @@ public class DeployerInstance extends ShaftInstance implements IDynamicInstance,
relight(pos, hand);
updateRotation(pole, hand, yRot, zRot, zRotPole);
updatePosition();
return true;
}
@ -122,6 +111,21 @@ public class DeployerInstance extends ShaftInstance implements IDynamicInstance,
return 0;
}
private void updatePosition() {
float handLength = currentHand == AllBlockPartials.DEPLOYER_HAND_POINTING ? 0
: currentHand == AllBlockPartials.DEPLOYER_HAND_HOLDING ? 4 / 16f : 3 / 16f;
float distance = Math.min(MathHelper.clamp(progress, 0, 1) * (tile.reach + handLength), 21 / 16f);
Vec3i facingVec = facing.getDirectionVec();
BlockPos blockPos = getInstancePosition();
float x = blockPos.getX() + ((float) facingVec.getX()) * distance;
float y = blockPos.getY() + ((float) facingVec.getY()) * distance;
float z = blockPos.getZ() + ((float) facingVec.getZ()) * distance;
pole.setPosition(x, y, z);
hand.setPosition(x, y, z);
}
static void updateRotation(OrientedData pole, OrientedData hand, float yRot, float zRot, float zRotPole) {
Quaternion q = Direction.SOUTH.getUnitVector().getDegreesQuaternion(zRot);